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Page Contents Current As of Patch: 2018-06-19
Implants

Implants are permanent items that can be used to enhance your soldier with gameplay perks. Implants can be obtained from the Depot for Certification Points or Daybreak Cash, in packs of 3 or 9. Safeguard and Target Focus implants available to everyone by default.

Implant Slots

Implants are equipped on the loadout screen next to your melee weapon. 2 different implants can be equipped at the same time.

An icon of the currently active Implants will also appear on the players Heads Up Display (HUD).

Getting Implants Edit

The primary way of obtaining implants is via buying Implant Packs in the Depot. Implant Packs contain the stated amount of implants, including duplicates. Various implants have different drop rates, from Common to Exceptional — the rarest implants.

ISO-4 Edit

Icon ISO-4

An ISO-4 is a currency used for upgrading basic implants to tier 2 to 5 and buying ISO-4 Recycler packs in the depot, that grants one single random implant.

It can be obtained by breaking down duplicates of implants and participating in the Alerts. Winning alert awards with 300Icon ISO-4 to the dominating faction, or up to 100Icon ISO-4 for the two opposing factions. One tier 1 basic implant breaks down to 25Icon ISO-4 and one Exceptional to 1500Icon ISO-4.

Upgrade cost Edit

Every non-exceptional implant can be upgraded with ISO-4 from Rank 1 to Rank 5. All implants have universal upgrade cost.

Rank 1 to Rank 2 Rank 2 to Rank 3 Rank 3 to Rank 4 Rank 4 to Rank 5 Total
75Icon ISO-4 225Icon ISO-4 900Icon ISO-4 2,475Icon ISO-4 3,675Icon ISO-4

Directives Edit

An additional way of getting implants is via Directives.

Finishing Novice Rank of any non-MAX class specific Directive will grant Novice Implant Pack.

Finishing Novice Rank of Objectives Directive and Adept Rank of Leadership Directive will also grant Basic Implant Pack each.

In total it's possible to get 5 Novice Implant Packs and 2 Basic Implant Packs from Directives.

Available Packs Edit

Depot Edit

Icon NS Basic Implant Pack
Icon bundle randomImplant3 standard 128
This bundle contains three random implants with a chance for an Exceptional implant.
Cost: 199 Icon Daybreak Cash 300 Icon resource certpoints 25x25
Icon NS Deluxe Implant Pack
Icon bundle randomImplant9 standard 128
This bundle contains nine random implants with a chance for an Exceptional implants.
Cost: 499 Icon Daybreak Cash 750 Icon resource certpoints 25x25
Icon NS ISO-4 Recycler
Icon bundle iso4 128
This pack recycles ISO-4 into a single random implant, and has an increased drop rate for Exceptionals and less-common Tier 1s.
Cost: 99 Icon Daybreak Cash 500 Icon ISO-4

Other Edit

Icon NS Novice Implant Pack
Icon bundle randomImplant standard 128
This bundle contains two random non-Exceptional implants.

Drop Rate Edit

Novice Implant Pack Basic Implant Pack Deluxe Implant Pack ISO-4 Recycler
Common ~68% ~40.1%
Uncommon ~27% ~36.5%
Class Specific ~3.3% ~11.2%
Rare ~1.3% ~5.3%
Exceptional 0% ~0.66% ~6.8%

[1]

Implant List Edit

Default
Safeguard · Target Focus
Common
Ammo Printer · Regeneration · Safe Fall · Sweeper HUD · Vampire
Uncommon
Assimilate · Catlike · Battle Hardened · Ocular Shield · Sensor Shield
Class Specific/Rare
Icon Light AssaultAerial Combatant · Icon Combat MedicCombat Surgeon · Icon InfiltratorDeep Operative · Icon Heavy AssaultNanomesh Specialist · Icon EngineerRobotics Technician · Assassin · Overdrive · Nightmare
Exceptional
Carapace · Counter-Intelligence · Infravision · Logistics Specialist · Minor Cloak · Phylactery

Default Edit

Safeguard Edit

Safeguard
Upon being revived, damage taken reduced by 20% for X seconds.
MAX units can equip.
Safeguard 1
Safeguard 1
Safeguard 2
Safeguard 2
Safeguard 3
Safeguard 3
Safeguard 4
Safeguard 4
1.5 seconds 1.75 seconds 2.5 seconds 3.5 seconds
Safeguard 5
Safeguard 5
Upon being revived, damage taken reduced by 20% for 3.5 seconds; and you instantly restore 200 shield health as infantry, or an extra 500 health while in MAX suit.
MAX units can equip.

The Safeguard is one of two default implants. It's recommended for new players, increasing their survivability after getting revived.

Target Focus Edit

Target Focus
Displays the target's health bar while spotted, increases crosshair IFF detection range, and increases hold breath duration by X.
MAX units can equip. Works in vehicles.
Target Focus 1
Target Focus 1
Target Focus 2
Target Focus 2
Target Focus 3
Target Focus 3
Target Focus 4
Target Focus 4
Target Focus 5
Target Focus 5
150% 160% 175% 200% 300%

The Target Focus is one of two default implants. It's recommended for new players, as it extends crosshair IFF(Identification friend or foe) range from 8 to 55 meters, allowing easily distinguishing enemy from allies at longer distances. As well as for new snipers, giving them longer time to take steady shot with highpower magnification Sniper Rifles.

Ability to see enemy health, doesn't include infantry shield and and Heavy Assault overshield. It's especially useful for vehicle drivers and gunners, allowing to finishing weak on health targets first.

Common Edit

Ammo Printer Edit

Ammo Printer
Restocks one tick of ammunition for all infantry weapons and the weapons of nearby vehicles you own every X seconds.
MAX units can equip. Works in vehicles.
Ammo Printer 1
Ammo Printer 1
Ammo Printer 2
Ammo Printer 2
Ammo Printer 3
Ammo Printer 3
Ammo Printer 4
Ammo Printer 4
Ammo Printer 5
Ammo Printer 5
120 seconds 110 seconds 90 seconds 75 seconds 60 seconds

The Ammo Printer is common implant, that allows infantry and vehicles to resupply on the go, without engineer ammo packs, or a vehicle Ammo Towers/Pads.

It's useful for players that tends to stay away from main action, and run out of ammo quickly.

Regeneration Edit

Regeneration
Regenerates X health per seconds when out of combat for 10 seconds.
Regeneration 1
Regeneration 1
Regeneration 2
Regeneration 2
Regeneration 3
Regeneration 3
Regeneration 4
Regeneration 4
20 health 23 health 28 health 35 health
Regeneration 5
Regeneration 5
Regenerates 35 health per seconds when out of combat for 10 seconds, and headshot kills restore 50 health immediately.

The Regeneration is common implant, that allows infantry to passively regenerate health, similarly to Bio Lab benefit. Especially useful for players that tends to stay away from main action, and players preferring more aggressive options for Utility Slot instead of Medical/Restoration Kits.

Safe Fall Edit

Safe Fall
Normal fall damage now starts at X meters and lethal fall damage starts near Y meters.
MAX units can equip.
Safe Fall 1
Safe Fall 1
Safe Fall 2
Safe Fall 2
Safe Fall 3
Safe Fall 3
Safe Fall 4
Safe Fall 4
20 and 60 meters 30 and 90 meters 40 and 120 meters 50 and 150 meters
Safe Fall 5
Safe Fall 5
Normal fall damage now starts at 75 meters, lethal fall damage starts near 230 meters, and you take reduced damage when vehicles collide with you.

The Safe Fall is common implant, that allows infantry to survive longer fall distances. For example Safe Fall 4/5 allows you to take jump from the top of Large Outpost tower or Bio Lab pads without taking damage.

Sweeper HUD Edit

Sweeper HUD
Target range is displayed on your crosshair, and enemy explosives within X meters are automatically spotted.
MAX units can equip. Works in ground vehicles.
Sweeper HUD 1
Sweeper HUD 1
Sweeper HUD 2
Sweeper HUD 2
Sweeper HUD 3
Sweeper HUD 3
Sweeper HUD 4
Sweeper HUD 4
Sweeper HUD 5
Sweeper HUD 5
16 meters 18 meters 21 meters 25 meters 35 meters
Sweeper HUD dis

Sweeper HUD Range Finder example

The Sweeper HUD is common implant, that automatically spots nearby enemy explosives. Additionally, it adds Range Finder just to the bottom right of the crosshair.

Vampire Edit

Vampire
Killing an enemy while wielding a melee weapon restores X health. This effect does not trigger on quick melee attack.
Vampire 1
Vampire 1
Vampire 2
Vampire 2
Vampire 3
Vampire 3
Vampire 4
Vampire 4
175 health 200 health 250 health 325 health
Vampire 5
Vampire 5
Killing an enemy while wielding a melee weapon or sidearm restores 325 health. This effect does not trigger on quick melee attack.

The Vampire is common implant, that restores health for each melee kill while wielding a knife, or a sidearm on Rank 5. Vampire most useful while using it in conjunction with Carapace implant, maximizing healing potential.

Uncommon Edit

Assimilate Edit

Assimilate
On a headshot kill, instantly restore X shield.
Assimilate 1
Assimilate 1
Assimilate 2
Assimilate 2
Assimilate 3
Assimilate 3
Assimilate 4
Assimilate 4
120 shield 140 shield 165 shield 200 shield
Assimilate 5
Assimilate 5
On a headshot kill, instantly restore 200 shield and 30% of your current (not maximum) ability energy.

The Assimilate is uncommon implant, that restores shield health on headshot kill. Not very helpful to the most players, since it's requires very high headshot kills ratio to receive Assimilate benefit consistently.

Battle Hardened Edit

Battle Hardened
Reduces camera shake and flinch from explosions and bullet impacts by X%.
MAX units can equip.
Battle Hardened 1
Battle Hardened
Battle Hardened 2
Battle Hardened 2
Battle Hardened 3
Battle Hardened 3
Battle Hardened 4
Battle Hardened 4
30% 33% 40% 50%
Battle Hardened 5
Battle Hardened 5
Reduces camera shake and flinch from explosions and bullet impacts by 50%, and killing a target will double this bonus for the next 10 seconds.
MAX units can equip

The Battle Hardened is uncommon implant, that reduces camera shake and flinch from explosions and bullet impacts, making much easier to keep steady shot while under fire.

Catlike Edit

Catlike
Reduces the movement speed penalty for crouching by X%.
Catlike 1
Catlike 1
Catlike 2
Catlike 2
Catlike 3
Catlike 3
Catlike 4
Catlike 4
40% 45% 55% 75%
Catlike 5
Catlike 5
Reduces the movement speed penalty for crouching by 75%, and you gain increased jumping height.

The Catlike is uncommon implant, that reduces crouching speed penalty, allowing to use increased crouch weapon accuracy while keeping close to normal walking speed mobility.

The Rank 5 bonus increases jump height by ~1m, allowing to get to places and take routes usually inaccessible to non-Light Assault infantry.

Ocular Shield Edit

Ocular Shield
Reduces the duration and effectiveness of Concussion, Flash, and EMP Grenades used against you by X%.
MAX units can equip.
Ocular Shield 1
Ocular Shield 1
Ocular Shield 2
Ocular Shield 2
Ocular Shield 3
Ocular Shield 3
Ocular Shield 4
Ocular Shield 4
15% 18% 23% 30%
Ocular Shield 5
Ocular Shield 5
Reduces the duration and effectiveness of Concussions, Flash, and EMP Grenades used against you by 30%; and using a Medical or Restoration Kit provides immunity to these effects for next 5 seconds, but does not clear effects already applied.
MAX units can equip.

The Ocular Shield is uncommon implant, that reduces the duration and effectiveness of Concussion, Flash, and EMP Grenades.

Sensor Shield Edit

Sensor Shield
Your radar signature no longer appears on detection devices outside of X meters.
Sensor Shield 1
Sensor Shield 1
Sensor Shield 2
Sensor Shield 2
Sensor Shield 3
Sensor Shield 3
Sensor Shield 4
Sensor Shield 4
45 meters 42 meters 35 meters 15 meters
Sensor Shield 5
Sensor Shield 5
Your radar signature no longer appears on detection devices outside of 15 meters, and you will no longer be highlighted by Thermal or IRNV at any time.

The Sensor Shield is uncommon implant, that hides player from motion detection devices such as — Infiltrator's Motion Spotter and Recon Detection Device, vehicles Scout Radar and Proximity Radar and etc.

Rank 5 hides infantry from Night Vision Scopes.

Rare/Class Specific Edit

Assassin Edit

Assassin
Kills have a X% chance to clear spot attempts on you, and headshots have a 100% chance.
Does not clear spot attempts on vehicles.
Assassin 1
Assassin 1
Assassin 2
Assassin 2
Assassin 3
Assassin 3
Assassin 4
Assassin 4
25% 30% 40% 50%
Assassin 5
Assassin 5
Kills have a 50% chance to clear spot attempts on you, headshots have a 100% chance, and dealing damage to enemies will now automatically spot them for you and nearby allies.
Does not clear spot attempts on vehicles.

The Assassin is rare implant, that can clear 2d and 3d spotting after killing an enemy. Useless(with exception of Rank 5 bonus) for Infiltrator class due to Cloaking abilities clearing all spots on its own.

Overdrive Edit

Overdrive
Roadkills with a Flash or Harasser will restore X% base turbo energy.
Overdrive 1
Overdrive 1
Overdrive 2
Overdrive 2
Overdrive 3
Overdrive 3
Overdrive 4
Overdrive 4
25% 28% 33% 40%
Overdrive 5
Overdrive 5
Roadkills with a Flash, Harasser, ESF, or Liberator will restore 40% base turbo energy.

The Overdrive is rare implant, that restores vehicles turbo gauge with roadkills.

Nightmare Edit

Nightmare
Killing an enemy while wielding a melee weapon will cloak you for X seconds. This effect does not trigger on quick melee attacks, and the cloak does not lock your weapons or interactions while active.
Nightmare 1
Nightmare 1
Nightmare 2
Nightmare 2
Nightmare 3
Nightmare 3
Nightmare 4
Nightmare 4
1 second 1.2 seconds 1.5 seconds 2 seconds
Nightmare 5
Nightmare 5
Killing an enemy while wielding a melee weapon, or while within 5 meters of your target will cloak you for 2 seconds. This cloak does not lock your weapons or interactions while active.

The Nightmare is rare implant, that renders user transparent, similar to Infiltrator Cloak, for short time, after melee kill while wielding knife or with any weapon while within 5 meters from target, at Rank 5.

Unlike Infiltrator cloak, doesn't clear spotting or hide name tag, but also allows to shoot and perform any other actions without breaking cloaking.

Aerial Combatant (Light Assault) Edit

Aerial Combatant
Killing an enemy as Light Assault restores X% jump jet fuel or more based on type. Does not work with Ambusher Jump Jets.
Aerial Combatant 1
Aerial Combatant 1
Aerial Combatant 2
Aerial Combatant 2
Aerial Combatant 3
Aerial Combatant 3
Aerial Combatant 4
Aerial Combatant 4
12% 15% 20% 30%
Aerial Combatant 5
Aerial Combatant 5
Killing an enemy as Light Assault restores 30% jump jet fuel or more based on type, and vehicle kills will restore an additional 20%. Ambusher Jump Jets now instantly recharge on kill.

The Aerial Combatant is Light Assault class specific implant, that restores Jump Jets energy, after killing an enemy.

Deep Operative (Infiltrator) Edit

Deep Operative
Passively reduces the visibility of your cloak by X%.
Deep Operative 1
Deep Operative 1
Deep Operative 2
Deep Operative 2
Deep Operative 3
Deep Operative 3
Deep Operative 4
Deep Operative 4
15% 18% 23% 30%
Deep Operative 5
Deep Operative 5
Passively reduces the visibility of your cloak by 30%, and upon being spotted, you will immediately scan the minimap for enemies within 20 meters.

The Deep Operative is Infiltrator class specific implant. It will be reworked in the future.

Combat Surgeon (Combat Medic) Edit

Combat Surgeon
Kills and revives restore X% of your Nano-Regen Device energy.
Combat Surgeon 1
Combat Surgeon 1
Combat Surgeon 2
Combat Surgeon 2
Combat Surgeon 3
Combat Surgeon 3
Combat Surgeon 4
Combat Surgeon 4
15% 18% 23% 30%
Combat Surgeon 5
Combat Surgeon 5
Kills and revives restore 30% of your Nano-Regen Device energy, and reviving an ally increases your Resistance to small arms by 25% for 3.5 seconds.

The Combat Surgeon is Combat Medic class specific implant, that restores Nano-Regen Device ability energy on kills and revives. Rank 5 bonus does not stack with Nanoweave Armor.

Nanomesh Specialist (Heavy Assault) Edit

Nanomesh Specialist
Reduces the delay before a depleted overshield begins recharging by X%.
Nanomesh Specialist 1
Nanomesh Specialist 1
Nanomesh Specialist 2
Nanomesh Specialist 2
Nanomesh Specialist 3
Nanomesh Specialist 3
Nanomesh Specialist 4
Nanomesh Specialist 4
50% 60% 75% 100%
Nanomesh Specialist 5
Nanomesh Specialist 5
Reduces the delay before a depleted overshield begins recharging by 100%, and active overshields drain energy 30% slower while stationary.

The Nanomesh Specialist is Heavy Assault class specific implant, that reduces delay before fully depleted overshield starts recharging. It will be reworked in the future.

Robotics Technician (Engineer) Edit

Robotics Technician
Non-mine deployables you own within 15m have a X% resistance to incoming damage, this damage resistance also applies to the Engineer when mounting a deployed MANA turret.
Robotics Technician 1
Robotics Technician 1
Robotics Technician 2
Robotics Technician 2
Robotics Technician 3
Robotics Technician 3
Robotics Technician 4
Robotics Technician 4
10% 13% 18% 25%
Robotics Technician 5
Robotics Technician 5
Non-mine deployables you own within 15m have a 25% resistance to incoming damage, and will repair themselves for 25 health per second, even while under fire. This damage resistance also applies to the Engineer when mounting a deployed MANA turret.
RT Example

Robotics Technician active effect on Spitfire Auto-Turret and Hardlight Barrier.

The Robotics Technician is Engineer class specific implant, that increases Engineer's non-explosive deployables damage resistance within 15 meters, as well as Engineers when mounting a turret. Does stack with Nanoweave Armor.

Rank 5 grants deployables auto repair at 25 health per second.

Exceptional Edit

Carapace Edit

Carapace
Carapace
Your personal shield is removed and replaced with 500 additional health. Equipment that adds or modifies shield health does not stack with this implant.

The Carapace is exceptional implant, that replaces infantry 500 shields(400 for infiltrator) with additional 500 health, similar to MAX units. Main benefit of this implant using various healing means to restore full health, without waiting for shield to recharge.

Counter-Intelligence Edit

Counter-Intelligence
Counter-Intelligence
You automatically spot targets who damage you, and while not inside a vehicle, you are also notified on the HUD when spotted by an enemy.
MAX units can equip. Works in vehicles.

The Counter-Intelligence is exceptional implant, that automatically spots enemies that damages you, and notifies you when spotted by an enemy. When spotted implant icon will change from blue to red.

Infravision Edit

Infravision
Infravision
While equipped, the player will highlight infantry and vehicles within 125 meters at all times, while reducing vision at long range.
MAX units can equip. Does not work in vehicles.
Infravision Example

Infravision Example.

The Infravision is exceptional implant, that applies Night Vision Scopes effect at all times, with all benefits and disadvantages.

Logistics Specialist Edit

Logistics Specialist
Logistics Specialist
While piloting a vehicle, that vehicle becomes capable of spawning squadmates directly into it if there is an open seat.

The Logistics Specialist is exceptional implant, that allows squad mates to spawn in any vehicle, with free seat, while usually it's only possible to spawn on Squad Leader piloting Galaxy or Sunderer.

Minor Cloak Edit

Minor Cloak
Minor Cloak
Remaining stationary for 8 seconds will cloak the user. Movement will break this cloak, and you cannot fire weapons or interact with objects while it is active.

The Minor Cloak is exceptional implant, that renders user transparent, similar to Infiltrator Cloak, after standing or crouching still, for 8 seconds.

Phylactery Edit

Phylactery
Phylactery
Each time experience is gained, your phylactery receives a charge. At 50 charges, your next death will allow you to self-revive once at 50% health.
Charges cannot be gained while in a vehicle or while dead.
NotLDPromo2

Phylactery implant user with 50 charges.

The Phylactery is exceptional implant, that can self revive user at 50% health, while having 50 charges. Any type of XP will give a charge, as long as you are not in a vehicle or dead.

Was available for completing Event Directive, can be acquired by normal methods now.

History Edit

Recently a new roadmap thread detailed some changes to implants based on feedback, the article has been updated to reflect this. Nearing the release of Implants, Matthew Higby created a post detailing some of the upcoming items in Game Update 13. Some of which detailed the upcoming Implants, their abilities, and cost. These costs were in the form of certs and station cash and they decayed over time. The community at large disagreed with this and many believed they should be available permanently for large cert costs or via infantry resources. As a result of this feedback, SOE delayed Implants to change them up and take community feedback into play.

"After reading through your comments we have decided to go back to the drawing board on implants. They will not be coming with GU13." ~John Smedley (Tweet 1) (Tweet 2)

During development of Implants, there were three tiers of the implants with different icons similar to the design of Boosts. Some of these implants were removed, while others remained the same or merely changed names.

March 30, 2017 Update Edit

  • The Implants System has been completely overhauled to be more engaging and rewarding, while also alleviating the frustrations caused by the old system.
  • Energy has been removed, and a new currency called ISO-4 will now upgrade implants directly.
  • Old implants have been converted into ISO-4, and duplicate implants can be broken down into additional ISO-4.
  • All players receive Tier 1 Safeguard and Tier 1 Target Focus implants for free.
  • Additional implant bundles can be purchased for Certs or Daybreak Cash in the Depot.
  • Implants no longer drop occasionally

May 11, 2017 HotfixEdit

  • Directive-based Implant Rewards
    • The following rewards are meant to reward players at different stages of their career. New characters can quickly increase the breadth of their loadouts by completing Tier 1 directives for each class, while characters with a bit more experience can unlock implants for getting their foot in the door to the objective and leadership aspects of the game.
  • You can now earn 1 Novice Implant Pack (2 random non-exceptional implants) by completing the following directives:
    • Tier 1: Combat Medic
    • Tier 1: Light Assault
    • Tier 1: Heavy Assault
    • Tier 1: Infiltrator
    • Tier 1: Engineer
  • You can now earn 1 Basic Implant Pack (3 random implants) by completing the following directives:
    • Tier 1: Objectives
    • Tier 2: Leadership
  • ISO-4 Recycler
    • The ISO-4 Recycler can now be found in the depot and allows you to exchange excess ISO-4 for a chance at one random implant. Less common Tier 1s and Exceptional implants have a higher drop rate in this pack.

September 26, 2017 Update Edit

  • Safe Fall rank 5’s collision damage resistance increased from 20% to 50%.
  • Damaging targets who have Clear Vision equipped with small arms weapons will no longer trigger a resist icon.
  • Breaking down implants now has a sound effect associated with it.
  • Vampire implant no longer triggers in a vehicle.
  • TX1-FB Repeater, Beamer VS3-FB, and NC4-FB Mag-Shot are now treated as sidearms for the purposes of directive pistol kills and sidearm specific implant abilities.

November 20, 2017 Update Edit

Three new implants have been added to the drop tables, and the class-specific implants have had their drop rates increased.

  • Assassin (Tier 1 - Tier 5)
    • Killing targets give a percent chance to clear your marker while spotted, and headshots will always clear your markers. At rank 5, dealing damage with this implant will automatically spot your target.
  • Overdrive (Tier 1 - Tier 5)
    • Getting roadkills while in the pilot's seat of a vehicle will restore turbo fuel for the Flash and Harasser. At rank 5, this implant will also apply to the Liberator and empire specific fighters.
  • Logistics Specialist (Exceptional)
    • While in the pilot's seat of a vehicle, any vehicle with an open seat will now become a squad spawn point.
  • Assimilate’s Tier 5 benefit should be fixed.
  • Sound effects have been added to the nano-cycler.

November 22, 2017 Hotfix Edit

  • Safeguard's old melee damage resistance has been removed.
  • Assassin Tier 5 now properly marks targets.
  • Assassin Tier 5 description has been updated.
  • ISO-4 icon is now less cramped in the implant upgrade screen.
  • Counter-Intelligence should now clear the red indicators when switching loadouts.

December 7, 2017 Update Edit

  • Assimilate’s Tier 5 benefit should be fixed.
  • Aerial Combatant now drops from ISO-4 recyclers.

December 13, 2017 Hotfix Edit

  • Phylactery can now be found in the implant drop table.
  • Phylactery should no longer resurrect a player multiple times if dying repeatedly within a short time.
  • Phylactery should now properly reset the timer on death.

February 8, 2018 Update Edit

  • Implants on the death screen now show their proper rank.

February 9, 2018 Hotfix Edit

  • We’ve put the implant charger UI back in its box, hopefully never to be seen again.

March 12, 2018 Update Edit

  • Updated the Implant Nav menu icon.

April 5, 2018 Update Edit

  • Replaced the Implant Nav Menu icon with something more fitting.

June 12, 2018 Update Edit

  • The Implant screen has received a new look, complete with upgrade and breakdown animations. Revisiting this screen not only let us improve the overall design, but was necessary to fix issues where the old implant screen would overwrite certain notifications (like those for receiving revives or continent queue pop-ups,) make the chat channel difficult to use, and sometimes stack multiple implants on top of one another. Additionally, we’ve made Implants able to be filtered by owned and unowned on the Loadout screen.
  • Carapace implant now works with Regeneration Implant.

References Edit

  1. https://www.reddit.com/r/Planetside/comments/8mrwya/pts_implant_drop_rates_2018_05_28

External Links Edit